diff --git a/CHANGELOG.md b/CHANGELOG.md index 7b85488c9..4ea7ac66e 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -57,13 +57,17 @@ * Added `Physics Constraints` example scene (located in `Spine Examples/Other Examples`) together with `celestial-circus` example skeleton assets. This scene demonstrates Transform movement automatically affecting physics constraints of a skeleton. * PhysicsConstraints: Skeleton components now allow you to use relative instead of world-space Transform movement by assigning a Transform (typically the parent) to the new `Movement relative to` property. Leave this property at `null` (the default) to use world-space Transform movement for physics. * PhysicsConstraints: Added Spine Preferences settings `Editor Instantiation` - `Physics Inheritance` - `Default Position` and `Default Rotation` to initialize skeletons physics settings with the desired Transform position and rotation inheritance factors when added to a scene via drag-and-drop. + * SkeletonGraphic: Added Tint Black blend mode shaders `Spine/SkeletonGraphic Tint Black Additive`, `Spine/SkeletonGraphic Tint Black Multiply` and `Spine/SkeletonGraphic Tint Black Screen`. + * SkeletonGraphic: Added pre-defined SkeletonGraphic material sets for main workflow parameters in folders `spine-unity/Materials` instead of requiring manual copies: + `SkeletonGraphic-PMATexture` containing materials for premultiplied-alpha texture workflow (`Straight Alpha Texture` disabled) and `SkeletonGraphic-StaightAlphaTexture` containing materials for straight alpha texture workflow (`Straight Alpha Texture` enabled). These directories contain a set of materials with `CanvasGroup Compatible` disabled for usage with `Advanced - PMA Vertex Color` enabled at the component. Each directory also provides a subdirectory `CanvasGroupCompatible` with materials with `CanvasGroup Compatible` enabled for usage with `CanvasGroup` alpha (requiring `Advanced - PMA Vertex Color` disabled at the component). * **Breaking changes** * Changed `SpineShaderWithOutlineGUI` outline related methods from `private` to `protected virtual` to allow for custom shader GUI subclasses to switch to different outline shaders. * Changed `BoneFollower` and `BoneFollowerGraphic` methods `LateUpdate` and `Initialize` to `virtual` to allow easier overriding for e.g. positional offset in custom subclasses. * `MeshGenerator` received a new optimization option to avoid rendering fully transparent attachments at slot alpha 0 by default. Comment out `#define SLOT_ALPHA_DISABLES_ATTACHMENT` in `MeshGenerator.cs` to revert to previous behaviour. You may only need this option disabled when utilizing a custom shader which uses vertex color alpha for purposes other than transparency. * PhysicsConstraints: bool properties `ApplyTranslationToPhysics` and `ApplyRotationToPhysics` were changed to `Vector2 PhysicsPositionInheritanceFactor` and `float PhysicsRotationInheritanceFactor` to allow the Transform movement the be scaled by a factor before being applied to the skeleton. You can set the properties to `Vector2.zero` and `0` respectively to disable applying any Transform movement at all. The `Advanced` Inspector section `Physics Constraints` was renamed to `Physics Inheritance`, the properties in the section are now called `Position` and `Rotation`. - + * SkeletonGraphic Materials: Since the addition of new material sets for the `CanvasGroupCompatible` parameters, the default SkeletonGraphic materials all have `CanvasGroup Compatible` disabled. Please assign the respective material from the `CanvasGroupCompatible` material subdirectory if you want `CanvasGroup Compatible` enabled at your SkeletonGraphic. + * **Changes of default values** * **Deprecated** diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonGraphicInspector.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonGraphicInspector.cs index fe6cab43c..770d6a44e 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonGraphicInspector.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonGraphicInspector.cs @@ -590,29 +590,41 @@ namespace Spine.Unity.Editor { } public static Material DefaultSkeletonGraphicMaterial { - get { return FirstMaterialWithName("SkeletonGraphicDefault"); } + get { return MaterialWithName("SkeletonGraphicDefault"); } } public static Material DefaultSkeletonGraphicAdditiveMaterial { - get { return FirstMaterialWithName("SkeletonGraphicAdditive"); } + get { return MaterialWithName("SkeletonGraphicAdditive"); } } public static Material DefaultSkeletonGraphicMultiplyMaterial { - get { return FirstMaterialWithName("SkeletonGraphicMultiply"); } + get { return MaterialWithName("SkeletonGraphicMultiply"); } } public static Material DefaultSkeletonGraphicScreenMaterial { - get { return FirstMaterialWithName("SkeletonGraphicScreen"); } + get { return MaterialWithName("SkeletonGraphicScreen"); } } - protected static Material FirstMaterialWithName (string name) { + protected static Material MaterialWithName (string name) { string[] guids = AssetDatabase.FindAssets(name + " t:material"); if (guids.Length <= 0) return null; - string firstAssetPath = AssetDatabase.GUIDToAssetPath(guids[0]); - if (string.IsNullOrEmpty(firstAssetPath)) return null; + int closestNameDistance = int.MaxValue; + int closestNameIndex = 0; + for (int i = 0; i < guids.Length; ++i) { + string assetPath = AssetDatabase.GUIDToAssetPath(guids[i]); + string assetName = System.IO.Path.GetFileNameWithoutExtension(assetPath); + int distance = string.CompareOrdinal(assetName, name); + if (distance < closestNameDistance) { + closestNameDistance = distance; + closestNameIndex = i; + } + } - 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float3 texDarkColor = max(0.0, a - texColor.rgb); + float3 texDarkColor = texColor.a - texColor.rgb; #else float3 texDarkColor = (1 - texColor.rgb); #endif diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc new file mode 100644 index 000000000..59515cb7c --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc @@ -0,0 +1,85 @@ +#ifndef SKELETON_GRAPHIC_TINTBLACK_NORMALPASS_INCLUDED +#define SKELETON_GRAPHIC_TINTBLACK_NORMALPASS_INCLUDED + +#include "UnityCG.cginc" +#include "UnityUI.cginc" +#include "../../CGIncludes/Spine-Common.cginc" + +#pragma multi_compile __ UNITY_UI_ALPHACLIP + +struct VertexInput { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct VertexOutput { + float4 vertex : SV_POSITION; + half4 color : COLOR; + half2 texcoord : TEXCOORD0; + float4 darkColor : TEXCOORD1; + float4 worldPosition : TEXCOORD2; +#ifdef _CANVAS_GROUP_COMPATIBLE + float canvasAlpha : TEXCOORD3; +#endif + UNITY_VERTEX_OUTPUT_STEREO +}; + +half4 _Color; +half4 _Black; +half4 _TextureSampleAdd; +float4 _ClipRect; + +VertexOutput vert(VertexInput IN) { + VertexOutput OUT; + + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + + OUT.worldPosition = IN.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + OUT.texcoord = IN.texcoord; + + OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g); + OUT.darkColor.rgb = GammaToTargetSpace(OUT.darkColor.rgb) + (_Black.rgb * IN.color.a); + +#ifdef _CANVAS_GROUP_COMPATIBLE + // CanvasGroup alpha multiplies existing vertex color alpha, but + // does not premultiply it to rgb components. This causes problems + // with additive blending (alpha = 0), which is why we store the + // alpha value in uv2.g (darkColor.a). + float originalAlpha = OUT.darkColor.a; + OUT.canvasAlpha = (originalAlpha == 0) ? IN.color.a : IN.color.a / originalAlpha; +#else + float originalAlpha = IN.color.a; +#endif + // Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already, + // however incorrectly assuming straight alpha color. + float4 vertexColor = PMAGammaToTargetSpace(half4(TargetToGammaSpace(IN.color.rgb), originalAlpha)); + + OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a); + return OUT; +} + +sampler2D _MainTex; +#include "../../CGIncludes/Spine-Skeleton-Tint-Common.cginc" + +half4 frag(VertexOutput IN) : SV_Target +{ + half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); + texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #ifdef UNITY_UI_ALPHACLIP + clip(texColor.a - 0.001); + #endif + + float4 fragColor = fragTintedColor(texColor, IN.darkColor.rgb, IN.color, _Color.a, _Black.a); +#ifdef _CANVAS_GROUP_COMPATIBLE + fragColor.rgba *= IN.canvasAlpha; +#endif + return fragColor; +} + +#endif diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc.meta new file mode 100644 index 000000000..3d6d90f28 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7d0e52884fd19064890c267e643d9183 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack.shader b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack.shader deleted file mode 100644 index fc9e1aa11..000000000 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack.shader +++ /dev/null @@ -1,159 +0,0 @@ -// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking. - -Shader "Spine/SkeletonGraphic Tint Black" -{ - Properties - { - [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} - [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 - [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1 - - _Color ("Tint Color", Color) = (1,1,1,1) - _Black ("Dark Color", Color) = (0,0,0,0) - [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0 - - [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8 - [HideInInspector] _Stencil ("Stencil ID", Float) = 0 - [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 - [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 - [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 - - [HideInInspector] _ColorMask ("Color Mask", Float) = 15 - - [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 - - // Outline properties are drawn via custom editor. - [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 - [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) - [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 - [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 - [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 - [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 - [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0 - [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 - } - - SubShader - { - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - "PreviewType"="Plane" - "CanUseSpriteAtlas"="True" - } - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull Off - Lighting Off - ZWrite Off - ZTest [unity_GUIZTestMode] - Fog { Mode Off } - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass - { - Name "Normal" - - CGPROGRAM - #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT - #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE - #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "../CGIncludes/Spine-Common.cginc" - - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - struct VertexInput { - float4 vertex : POSITION; - float4 color : COLOR; - float2 texcoord : TEXCOORD0; - float2 uv1 : TEXCOORD1; - float2 uv2 : TEXCOORD2; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct VertexOutput { - float4 vertex : SV_POSITION; - half4 color : COLOR; - half2 texcoord : TEXCOORD0; - float4 darkColor : TEXCOORD1; - float4 worldPosition : TEXCOORD2; - #ifdef _CANVAS_GROUP_COMPATIBLE - float canvasAlpha : TEXCOORD3; - #endif - UNITY_VERTEX_OUTPUT_STEREO - }; - - half4 _Color; - half4 _Black; - half4 _TextureSampleAdd; - float4 _ClipRect; - - VertexOutput vert (VertexInput IN) { - VertexOutput OUT; - - UNITY_SETUP_INSTANCE_ID(IN); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); - - OUT.worldPosition = IN.vertex; - OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); - OUT.texcoord = IN.texcoord; - - OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g); - OUT.darkColor.rgb = GammaToTargetSpace(OUT.darkColor.rgb) + _Black.rgb; - - #ifdef _CANVAS_GROUP_COMPATIBLE - // CanvasGroup alpha multiplies existing vertex color alpha, but - // does not premultiply it to rgb components. This causes problems - // with additive blending (alpha = 0), which is why we store the - // alpha value in uv2.g (darkColor.a). - float originalAlpha = OUT.darkColor.a; - OUT.canvasAlpha = (originalAlpha == 0) ? IN.color.a : IN.color.a / originalAlpha; - #else - float originalAlpha = IN.color.a; - #endif - // Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already, - // however incorrectly assuming straight alpha color. - float4 vertexColor = PMAGammaToTargetSpace(half4(TargetToGammaSpace(IN.color.rgb), originalAlpha)); - - OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a); - return OUT; - } - - sampler2D _MainTex; - #include "../CGIncludes/Spine-Skeleton-Tint-Common.cginc" - - half4 frag(VertexOutput IN) : SV_Target - { - half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); - texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); - #ifdef UNITY_UI_ALPHACLIP - clip(texColor.a - 0.001); - #endif - - float4 fragColor = fragTintedColor(texColor, IN.darkColor.rgb, IN.color, _Color.a, _Black.a); - #ifdef _CANVAS_GROUP_COMPATIBLE - fragColor.rgba *= IN.canvasAlpha; - #endif - return fragColor; - } - ENDCG - } - } - CustomEditor "SpineShaderWithOutlineGUI" -} diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack.meta new file mode 100644 index 000000000..e80ec3930 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4a944606d0bb98744abd9924dae46479 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Additive.shader b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Additive.shader new file mode 100644 index 000000000..917e71325 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Additive.shader @@ -0,0 +1,78 @@ +Shader "Spine/SkeletonGraphic Tint Black Additive" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 + [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1 + + _Color ("Tint Color", Color) = (1,1,1,1) + _Black ("Dark Color", Color) = (0,0,0,0) + [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0 + + [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8 + [HideInInspector] _Stencil ("Stencil ID", Float) = 0 + [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 + [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 + [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 + + [HideInInspector] _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + // Outline properties are drawn via custom editor. + [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 + [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) + [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 + [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 + [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 + [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 + [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0 + [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Fog { Mode Off } + Blend One One + ColorMask [_ColorMask] + + Pass + { + Name "Normal" + + CGPROGRAM + #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT + #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE + #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE + #pragma vertex vert + #pragma fragment frag + + #include "../CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc" + ENDCG + } + } + CustomEditor "SpineShaderWithOutlineGUI" +} diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Additive.shader.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Additive.shader.meta new file mode 100644 index 000000000..eeb3875c0 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Additive.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1d081289ec7074140a6b96982be27e02 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Multiply.shader b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Multiply.shader new file mode 100644 index 000000000..b549ec67d --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Multiply.shader @@ -0,0 +1,78 @@ +Shader "Spine/SkeletonGraphic Tint Black Multiply" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 + [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1 + + _Color ("Tint Color", Color) = (1,1,1,1) + _Black ("Dark Color", Color) = (0,0,0,0) + [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0 + + [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8 + [HideInInspector] _Stencil ("Stencil ID", Float) = 0 + [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 + [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 + [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 + + [HideInInspector] _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + // Outline properties are drawn via custom editor. + [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 + [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) + [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 + [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 + [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 + [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 + [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0 + [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Fog { Mode Off } + Blend DstColor OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Normal" + + CGPROGRAM + #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT + #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE + #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE + #pragma vertex vert + #pragma fragment frag + + #include "../CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc" + ENDCG + } + } + CustomEditor "SpineShaderWithOutlineGUI" +} diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Multiply.shader.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Multiply.shader.meta new file mode 100644 index 000000000..a9830a690 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Multiply.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d006d50db496cce459741dc6689e2662 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Screen.shader b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Screen.shader new file mode 100644 index 000000000..4418bb3d4 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Screen.shader @@ -0,0 +1,78 @@ +Shader "Spine/SkeletonGraphic Tint Black Screen" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 + [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1 + + _Color ("Tint Color", Color) = (1,1,1,1) + _Black ("Dark Color", Color) = (0,0,0,0) + [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0 + + [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8 + [HideInInspector] _Stencil ("Stencil ID", Float) = 0 + [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 + [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 + [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 + + [HideInInspector] _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + // Outline properties are drawn via custom editor. + [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 + [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) + [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 + [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 + [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 + [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 + [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0 + [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Fog { Mode Off } + Blend One OneMinusSrcColor + ColorMask [_ColorMask] + + Pass + { + Name "Normal" + + CGPROGRAM + #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT + #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE + #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE + #pragma vertex vert + #pragma fragment frag + + #include "../CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc" + ENDCG + } + } + CustomEditor "SpineShaderWithOutlineGUI" +} diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Screen.shader.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Screen.shader.meta new file mode 100644 index 000000000..e1c4ac227 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Screen.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7cb5b7d45d2ae2847970ba2e30fdc597 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack.shader b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack.shader new file mode 100644 index 000000000..4c1798c4e --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack.shader @@ -0,0 +1,78 @@ +Shader "Spine/SkeletonGraphic Tint Black" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 + [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1 + + _Color ("Tint Color", Color) = (1,1,1,1) + _Black ("Dark Color", Color) = (0,0,0,0) + [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0 + + [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8 + [HideInInspector] _Stencil ("Stencil ID", Float) = 0 + [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 + [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 + [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 + + [HideInInspector] _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + // Outline properties are drawn via custom editor. + [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 + [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) + [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 + [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 + [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 + [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 + [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0 + [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Fog { Mode Off } + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Normal" + + CGPROGRAM + #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT + #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE + #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE + #pragma vertex vert + #pragma fragment frag + + #include "../CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc" + ENDCG + } + } + CustomEditor "SpineShaderWithOutlineGUI" +} diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack.shader.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack.shader.meta similarity index 100% rename from spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack.shader.meta rename to spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack.shader.meta diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Tint.shader b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Tint.shader index 56137fe95..87c4a039b 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Tint.shader +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Tint.shader @@ -79,7 +79,7 @@ Shader "Spine/Skeleton Tint" { float4 frag (VertexOutput i) : SV_Target { float4 texColor = tex2D(_MainTex, i.uv); - return fragTintedColor(texColor, _Black.rgb, i.vertexColor, _Color.a, _Black.a); + return fragTintedColor(texColor, _Black.rgb * i.vertexColor.a, i.vertexColor, _Color.a, _Black.a); } ENDCG } diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader index ce1a69f00..e66750766 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader @@ -78,7 +78,8 @@ Shader "Spine/Skeleton Tint Black" { o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' o.uv = v.uv; o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. - o.darkColor = GammaToTargetSpace(float3(v.uv1.r, v.uv1.g, v.uv2.r)) + _Black.rgb; + o.darkColor = GammaToTargetSpace(float3(v.uv1.r, v.uv1.g, v.uv2.r)) + + (_Black.rgb * v.vertexColor.a); return o; } diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpritePixelLighting.cginc b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpritePixelLighting.cginc index 6df24dd3d..39eb6f688 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpritePixelLighting.cginc +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpritePixelLighting.cginc @@ -148,7 +148,8 @@ VertexOutput vert(VertexInput v) output.pos = calculateLocalPos(v.vertex); output.color = calculateVertexColor(v.color); #if defined(_TINT_BLACK_ON) - output.darkColor = GammaToTargetSpace(half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + _Black.rgb; + output.darkColor = GammaToTargetSpace(half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + + (_Black.rgb * v.color.a); #endif output.texcoord = calculateTextureCoord(v.texcoord); output.posWorld = calculateWorldPos(v.vertex); diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpriteUnlit.cginc b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpriteUnlit.cginc index bac63aa5c..fe3dda16f 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpriteUnlit.cginc +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpriteUnlit.cginc @@ -56,7 +56,8 @@ VertexOutput vert(VertexInput input) output.texcoord = calculateTextureCoord(input.texcoord); output.color = calculateVertexColor(input.color); #if defined(_TINT_BLACK_ON) - output.darkColor = GammaToTargetSpace(half3(input.tintBlackRG.r, input.tintBlackRG.g, input.tintBlackB.r)) + _Black.rgb; + output.darkColor = GammaToTargetSpace(half3(input.tintBlackRG.r, input.tintBlackRG.g, input.tintBlackB.r)) + + (_Black.rgb * input.color.a); #endif #if defined(_FOG) diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpriteVertexLighting.cginc b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpriteVertexLighting.cginc index 514ad729d..7f39818ef 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpriteVertexLighting.cginc +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpriteVertexLighting.cginc @@ -353,7 +353,8 @@ VertexOutput vert(VertexInput input) output.pos = calculateLocalPos(input.vertex); output.color = calculateVertexColor(input.color); #if defined(_TINT_BLACK_ON) - output.darkColor = GammaToTargetSpace(half3(input.tintBlackRG.r, input.tintBlackRG.g, input.tintBlackB.r)) + _Black.rgb; + output.darkColor = GammaToTargetSpace(half3(input.tintBlackRG.r, input.tintBlackRG.g, input.tintBlackB.r)) + + (_Black.rgb * input.color.a); #endif output.texcoord = float3(calculateTextureCoord(input.texcoord), 0); diff --git a/spine-unity/Assets/Spine/package.json b/spine-unity/Assets/Spine/package.json index 8e064e43e..f6200d591 100644 --- a/spine-unity/Assets/Spine/package.json +++ b/spine-unity/Assets/Spine/package.json @@ -2,7 +2,7 @@ "name": "com.esotericsoftware.spine.spine-unity", "displayName": "spine-unity Runtime", "description": "This plugin provides the spine-unity runtime core.", - "version": "4.2.52", + "version": "4.2.53", "unity": "2018.3", "author": { "name": "Esoteric Software", diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl index 51ded8a72..5d43116ab 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl @@ -67,7 +67,7 @@ VertexOutputSpriteURP2D CombinedShapeLightVertex(VertexInput input) output.vertexColor = calculateVertexColor(input.color); #if defined(_TINT_BLACK_ON) output.darkColor = GammaToTargetSpace( - half3(input.tintBlackRG.r, input.tintBlackRG.g, input.tintBlackB.r)) + _Black.rgb; + half3(input.tintBlackRG.r, input.tintBlackRG.g, input.tintBlackB.r)) + (_Black.rgb * input.color.a); #endif output.texcoord = float3(calculateTextureCoord(input.texcoord), 0); diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-SkeletonLit-URP-2D.shader b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-SkeletonLit-URP-2D.shader index c57e8b013..b1f36cef0 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-SkeletonLit-URP-2D.shader +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-SkeletonLit-URP-2D.shader @@ -121,7 +121,7 @@ Shader "Universal Render Pipeline/2D/Spine/Skeleton Lit" { #if defined(_TINT_BLACK_ON) o.color *= _Color; o.darkColor = GammaToTargetSpace( - half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + _Black.rgb; + half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + (_Black.rgb * v.color.a); #endif return o; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl index afd16546c..53ef8be8e 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl @@ -40,7 +40,7 @@ VertexOutput vert(appdata v) { #if defined(_TINT_BLACK_ON) o.color *= _Color; o.darkColor = GammaToTargetSpace( - half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + _Black.rgb; + half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + (_Black.rgb * v.color.a); #elif defined (APPLY_MATERIAL_TINT_COLOR) o.color *= _Color; #endif diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl index 82eb2e348..1dcb508d1 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl @@ -128,7 +128,7 @@ VertexOutput vert(appdata v) { #if defined(_TINT_BLACK_ON) color *= _Color; o.darkColor = GammaToTargetSpace( - half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + _Black.rgb; + half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + (_Black.rgb * v.color.a); #endif half3 shadowedColor; diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl index 2c59395a5..fe5c3198f 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl @@ -275,7 +275,7 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input) output.vertexColor = calculateVertexColor(input.color); #if defined(_TINT_BLACK_ON) output.darkColor = GammaToTargetSpace( - half3(input.tintBlackRG.r, input.tintBlackRG.g, input.tintBlackB.r)) + _Black.rgb; + half3(input.tintBlackRG.r, input.tintBlackRG.g, input.tintBlackB.r)) + (_Black.rgb * input.color.a); #endif output.texcoord = float3(calculateTextureCoord(input.texcoord), 0); diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json index 3058d8627..bca160e7e 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json @@ -2,7 +2,7 @@ "name": "com.esotericsoftware.spine.urp-shaders", "displayName": "Spine Universal RP Shaders", "description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.2.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)", - "version": "4.2.29", + "version": "4.2.30", "unity": "2019.3", "author": { "name": "Esoteric Software",